mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 05:38:56 +00:00
f1ce81461e
Reimplemented from upstream a526a401cbf716ac7c0fc09eed92d24d60b54471 (branch 2.6.1) This fixes the inventory scrolling in King's Quest 3 (Infamous Adventures) and possibly other games of the era
95 lines
3.1 KiB
C++
95 lines
3.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
*/
|
|
|
|
#include "ags/shared/gui/gui_inv.h"
|
|
#include "ags/shared/gui/gui_main.h"
|
|
#include "ags/engine/ac/draw.h"
|
|
#include "ags/shared/ac/game_setup_struct.h"
|
|
#include "ags/engine/ac/game_state.h"
|
|
#include "ags/engine/ac/character_extras.h"
|
|
#include "ags/shared/ac/sprite_cache.h"
|
|
#include "ags/shared/gfx/bitmap.h"
|
|
|
|
namespace AGS3 {
|
|
namespace AGS {
|
|
namespace Shared {
|
|
|
|
bool GUIInvWindow::HasAlphaChannel() const {
|
|
// We would have to test every inventory item's graphic to tell precisely,
|
|
// so just test game color depth instead:
|
|
return _GP(game).GetColorDepth() == 32;
|
|
}
|
|
|
|
int GUIInvWindow::GetCharacterId() const {
|
|
if (CharId < 0)
|
|
return _GP(game).playercharacter;
|
|
|
|
return CharId;
|
|
}
|
|
|
|
void GUIInvWindow::Draw(Bitmap *ds, int x, int y) {
|
|
const bool enabled = IsGUIEnabled(this);
|
|
if (!enabled && (GUI::Options.DisabledStyle == kGuiDis_Blackout))
|
|
return;
|
|
|
|
// backwards compatibility
|
|
// TODO: find a way to not have this inside GUIInvWindow::Draw!
|
|
_GP(play).inv_numinline = ColCount;
|
|
_GP(play).inv_numdisp = RowCount * ColCount;
|
|
_GP(play).obsolete_inv_numorder = _GP(charextra)[_GP(game).playercharacter].invorder_count;
|
|
// if the user changes top_inv_item, switch into backwards compat mode
|
|
if (_GP(play).inv_top != 0)
|
|
_GP(play).inv_backwards_compatibility = 1;
|
|
if (_GP(play).inv_backwards_compatibility)
|
|
TopItem = _GP(play).inv_top;
|
|
|
|
// draw the items
|
|
const int leftmost_x = x;
|
|
int at_x = x;
|
|
int at_y = y;
|
|
int lastItem = TopItem + (ColCount * RowCount);
|
|
if (lastItem > _GP(charextra)[GetCharacterId()].invorder_count)
|
|
lastItem = _GP(charextra)[GetCharacterId()].invorder_count;
|
|
|
|
for (int item = TopItem; item < lastItem; ++item) {
|
|
// draw inv graphic
|
|
draw_gui_sprite(ds, _GP(game).invinfo[_GP(charextra)[GetCharacterId()].invorder[item]].pic, at_x, at_y, true);
|
|
at_x += data_to_game_coord(ItemWidth);
|
|
|
|
// go to next row when appropriate
|
|
if ((item - TopItem) % ColCount == (ColCount - 1)) {
|
|
at_x = leftmost_x;
|
|
at_y += data_to_game_coord(ItemHeight);
|
|
}
|
|
}
|
|
|
|
if (!enabled &&
|
|
GUI::Options.DisabledStyle == kGuiDis_Greyout &&
|
|
_GP(play).inventory_greys_out == 1) {
|
|
// darken the inventory when disabled
|
|
GUI::DrawDisabledEffect(ds, RectWH(x, y, Width, Height));
|
|
}
|
|
}
|
|
|
|
} // namespace Shared
|
|
} // namespace AGS
|
|
} // namespace AGS3
|